Street Fighter V/Universal Abilities
Compared to many fighting games, the movement options in Street Fighter V are simple. Hold forward to walk forward, back to walk backwards or block. Press down to crouch, up to jump, up forward to jump forward, up back to jump back. Pressing forward twice quickly will perform a dash, pressing back twice quickly will perform a backdash.
See Controls and Terminology for more information
Blocking is performed by holding the back direction. With the character facing right this means left, and with the character facing right this means left. To block jumping or overhead (referred to as Mid in game) attacks such as Ryu's f+MP Collarbone Breaker, hold back to block high. To block low attacks such as Ryu's crMK, hold down+back. High attacks can be blocked either high or low.
After blocking an attack you will go into blockstun. Blockstun is a special state where you are unable to do anything for several frames until you recover. This means even if you mash LP afterwards, it will not come out until your character exists blockstun.
When a move is performed, even if it does not hit the opponent it will cause the opponent to go into a block state if they are within a certain distance. This is called "proximity guard". Since the opponent goes into a block state this means holding back makes them block, and they cannot walk backwards. Proximity guard is the reason you cannot simply walk away when Abigail is charing his HP in V-Trigger 1 or Sagat his V-Trigger 2; you are still able to jump and backdash and do anything else besides walk backwards however.
Normal Moves refer to any single button hit, and are common across every character, The number of normals each character has is drastically reduced from previous Street Fighter games, removing close and neutral jumping attacks. Most have 18 total: standing LP, MP, HP, LK, MK, HK; jumping LP, MP, HP, LK, MK, HK; and crouching LP, MP, HP, LK, MK, HK. Certain characters such as Nash and Fang also have a different attack if done during a neutral jump instead of a forward jump.
Unique / Command Normals
Command normals are unique attacks for each character, performed by pressing a direction + a button. Examples of these are Ryu's Collarbone Breaker, Guile's Sobat Kick, and Chun-Li's Senenshu. These moves often have different properties than normals such as being overheads, moving the character far forward, and more. These moves can still combo into others, cause crush counters, or just be a good poke as with regular normal moves.
Target combos are pre-defined button sequences that execute unique attack strings. Examples of these are Ryu's Jodan Sanrengeki, Cammy's Life Combination, and Cody's Final Combination. The largest difference is the timing on them is much less strict than a normal combo, they can be pressed one after another in a loose timing to get the moves to come out.
A special move is another class of moves in Street Fighter V. These moves usually have special properties compared to normal attacks; examples of them include Ryu's Hadoken, M. Bison Scissor Kicks, Birdie's Bullhorn, and Ed's Psycho Rising.
Special Moves are often a large part of what makes a character unique. When people think of Ryu they often don't think of what his sMP or f+HP look like, they think of the Shoryuken or Hadoken or Tatsumaki. When people think of Blanka they think of his electricity and rolling attacks, when they think of Chun-Li they think of her lightning kicks. In this way they have a variety of uses; some are used as combo enders, some are used for zoning, some are used as "Get off me!" moves, some for breaking the opponent's pressure, and more. Learning a character's specials is a good first step to learn what kind of character they are supposed to be.
Special Moves in addition to their utility alone are useful because many normals are special cancelable, meaning you can cancel moves that normally would not allow further combo into a special attack. The classic example is Ryu's crMK xx Hadoken where "xx" means cancel; on its own crMK is not advantageous enough to continue a combo but because it can be special canceled it allows further followups.
Special Moves also causes actual chip damage instead of only grey life.
There are several types of inputs for performing specials:
These refer to moves that are done via entering a motion, such as a Hadoken which is Quarter Circle Forward (QCF) + Punch, or Zangief's Screw Pile Driver which is F, DF, D, DB, B, UB + P (commonly called a 360 even though you only need to input a 270.
Charge refers to moves that you have to hold a direction for a certain period of time before being able to perform. These include Chun-Li's Kikoken, Guile's Sonic Boom, and Bison's Scissor Kicks. These are either hold back for several frames (usually around 50, or almost a second) then pressing forward + an attack button, or hold down then press up plus an attack button. These moves are designed to limit mobility to have access to them; for example while Guile is walking forward this means he is not charging and cannot Somersault Kick, making it safer to jump at him.
Hold specials are similar to charge, however they are performed by holding a button (or buttons) for a certain number of frames. Examples of these are Balrog's Turn Around Punch, Birdie's Bullhorn, and Falke's Psycho Kugel. The amount of time you need to hold the button various depending on the character and the special.
Rapid input, or mash specials, are moves that requiring hitting a button several times in quick succession. Examples are Blanka's Electricity which requires 4 punch buttons to be presses, Ed's Psycho Flicker which requires 5 punch buttons to be pressed, and Kolin's Parabellum which also requires 5 punch buttons to be pressed. The last input determines the strength of the move if there are multiple; for example if Kolin presses LP, MP, HP, MP, LP then the LP version is performed; if Kolin does LP, MP, HP, MP, HP then the HP version is performed. If the last input is 2 or 3 buttons, the EX version is performed.
There are two common ways to handle these types of inputs: Piano and Sliding.Sliding is performed by sliding a finger along the punch or kick buttons hitting them as you go along, and ending with the appropriate button. Pianoing is similar concept; see VesperArcade's YouTube tutorial for more information.
New to Street Fighter V and currently unique to two characters, Ed and Falke, easy input moves refer to specials that are performed by simply pressing two buttons with no motion or charge attached to them. For example, Ed's Psycho Upper is performed by pressing two punch buttons at the same time and the EX version is performed by pressing 3 punch buttons. With this comes some benefits; being able to press just one button to have an invincible reversal come out versus having to do a motion means it is much easier and quicker to get them to come out in tight situations such as trying to anti-air or trying to beat a charging armored move on reaction.
EX Specials are powered up versions of regular specials, and take 1 section of the EX Gauge to use. They are performed by doing the motion of a special move that has an EX version, and inputting 2 or 3 buttons of the appropriate type (punches or kicks). These moves often have extra benefits or properties than the regular version. Using Ryu as an example:
- Ryu's regular Hadoken is a single hit that is -6 on block, does 60 damage, and leaves the opponent standing on hit. Comparatively his EX Hadoken is two hits, meaning it can break most armored moves, knocks the opponent down on hit, is does 100 damage total, and is +2 on block allowing Ryu to continue pressure safely if he wants to.
- Ryu's Tatsumaki normally does not hit crouching opponents while his EX version does.
- Ryu's Jodan Sokutou Geri normally knocks the opponent backwards on hit, while the EX version causes the opponent to bounce off the wall allowing a Shoryuken to combo afterwards for more damage
- Ryu's HP Shoryuken is normally not invincible until frame 3 while his EX Shoryuken is invincible frame 1, does more damage, and can combo after moves that normally don't such as after an air-to-air jump MP.
Most special moves have EX versions, however not every move does. Ed's Psycho Flicker and Falke's Psycho Kugel are two examples. In general special moves granted as part of V-Trigger do not have EX versions either.
Almost all EX specials are also the same regardless of inputs; meaning there is no light, medium, and heavy versions of them. QCB+LK+MK and QCB+LK+HK do the same move with the same properties. This is not the case for every special; Urien's Metallic Sphere is one such example. Performing it with LP+MP will doing the slow version, LP+HP or LP+MP+HP will perform the medium version, and MP+HP will perform the heavy aerial version. For most characters however this is not a concern.
One interesting thing about EX Moves is they do not consume meter until the 2nd frame, meaning if they are counter hit on their first frame no resources will be consumed.
When a character's Critical Art gauge is full, they can perform their Critical Art. Critical Arts are often called supers; they are extremely powerful moves that are a great way to end a round. When activated all Critical Arts have a special animation associated with them where the screen freezes and zooms in on the character performing it, before going into the attack itself. For many characters there is a follow up animation if the attack hits; some exceptions are Ryu, Cody, and G. Critical Arts are unique as they are the only way to chip out an opponent, and many can be canceled into from other special attacks such as Ryu HP Shoryuken xx CA, or Alex Flash Chop xx CA which is normally not possible. Critical Arts are also almost always very unsafe with a couple exceptions being Guile's when he is in V-Trigger 1 and Dhalsim's which is a large orb projectile, so make sure to punish with your most damaging combo if you block it. Not all critical arts can be blocked however; Laura, Zangief, and Mika's are all command throws that need to be back dashed or jumped.
Forward dashes are performed by pressing forward twice, causing the character to dash forward. During the dash they are unable to perform any other action, making them a risky but quick option to close the distance. Dash speeds and distance covered varies greatly for each character, with Ken and Chun-Li's being the fastest at 15f total and Zangief and Abigail's being the slowest at 25f total.
Back dashes are performed by pressing back twice. During the entire backdash characters are throw invincible making then great for escaping them backdashes recover faster than most jumps, or quickly moving away from an opponent to create distance. 3 frames into a backdash a character is considered to be airborne, meaning many regular attacks hit during them will cause a flip out state preventing a combo opportunity. A common example is against Alex; after his Lariat which is +3 on block it is sometimes worth it to perform a backdash to escape the command throw or MP xx Flash Chop setup; if the MP hits it will cause the opponent to flip out making the Flash Chop completely whiff and giving you the advantage for just spending a bit of HP.
One special thing to note about backdashes however is while airborne a character is in a counter hit state; meaning crush counter moves are especially deadly in these scenarios.
Throws are inputted by pressing LP+LK near an opponent, and causes you do throw the opponent dealing a decent amount of damage and slight advantage. Inputted b+LP+LK performs a back throw, which throws the opponent behind you often dealing slightly more damage than a normal throw. This can be a great move when you are in or near the corner to instead put your opponent there. Regular throws are only able to grab grounded opponents, meaning back dashes and jumping will beat them. You also cannot throw an opponent if they are in hit or block stun, meaning they cannot be used in combos.
Throws are universally 5f startup, 3f active, and 17f of recovery. The advantage and distance between the player and opponent after a throw varies by character and whether it is a back throw or a forward throw. After a successful throw the player is usually advantageous enough to apply some pressure, with some characters better at it than others.
By pressing LP+LK within 7 frames of a throw connecting, you can tech a throw. Teching a throw causes you to push the opponent away, preventing any damage and returning both players to neutral. Only regular throws can be etched, command grabs and air throws cannot.
Command throws are unique special moves or Critical Arts tied to a character. Examples of them are Zangief's Spinning Pile Driver, Vega's Grand Izuna Drop when clawless, and Balrog's B3 when in V-Trigger 2. These are more damaging than regular throws and often give better advantage, however if the throw misses the recovery is much longer at a near universal 60f of recovery. Command throws cannot be throw teched and with few exceptions such as Zangief and Balrog's V-Trigger 2 command throws they cannot be combed into
Air throws are generally performed by pressing LP+LK while in the air, however certain characters such as Kolin and Zeku have special move that act similarly. Not every character has an air throw; examples of those that do are Falke, Chun-Li, Guile, and Ibuki. Air throws cannot be teched. Different air throws have different animations which can lead to different advantages; for example Falke's knocks the opponent down while staying airborne herself meaning the height she threw them determines how advantaged they are, meanwhile Chun-Li follows them to the ground which always gives the same frame advantage. With a couple of exceptions such as Kolin and Zeku's special moves, air throws cannot be used in a combo
Not every character has the same throw range, and not all characters have the same throw hurtbox range. This means there are situations where the opponent may be able to grab the opponent when the opponent would not be able to. See character pages for their throw ranges.
Wake Up Options
After you are knocked to the ground, in most cases there are 3 ways you can get back up. Quick, Back, or Delay Rise. Each of these have different timings for getting up, which can help avoid different setups from the opponent. Note that not all options are available after every move. After a crush counter sweep, the only option is delay rise. After a throw or wall bounce, you cannot back rise. Certain moves such as Abigal's CA you can only quick rise. Other moves may have other restrictions, off of most options however you will be able to choose which you want to do.
Quick Rise is the fastest way to get off the ground. Performed with 2P or pressing Down after hitting the ground, the player will quickly get back on their feet.
Back Rise is more of a defensive option, and the more common one seen. Performed by hitting 2K or Back as you hit the ground, the character will slide backwards before getting on their feet. Back Rise is always 5f slower than Quick Rise. In addition to being slower, back rise causes you to move away from the opponent creating distance, however moving yourself closer to the corner. Because of the speed difference, it can be useful even in the corner to throw off the opponent's setups.
Despite the different animations, all back rises move the character the same set distance.
Delay Rise is done by not inputted anything, and is the slowest option. In many instances this allows the opponent to activate moves such as Alex's V-Skill Overhaul or Ibuki to stock up on Kunai. The advantage however is it messes with the opponent's timing, making it much more difficult to time meaties or setups than a quick or back rise.
After you recover from any option, you are throw invincible for 2 frames. Regular throws have 3 active frames so will still connect on a throw perfect setup, however command grabs may whiff
Taunts are performed by pressing all 6 buttons at the same time. Besides Akuma's taunt which causes a small attack that can be comboed out of they have no effect other than annoying your opponent. Use them wisely or risk showing up in a Twitter / YouTube video of your premature taunt!